#ifndef __GAMESTRUCTURES_H__
#define __GAMESTRUCTURES_H__
#define u8 unsigned char
#define u16 unsigned short
#define u32 unsigned long
struct tTSA {
	int max;
	unsigned short ID;
	unsigned short nTSA[0x1080];
};

struct gTileData{

       long gTiles; 
       long pTiles;
       long gBackground; 
       long TSAMap; 
       long EffectSet;

};

struct SE{
 u8 Animated;
 u8 Timer;
 u16 GraphicEnd;

 long GraphicPnt;
};
struct RHeader{
u8 bTileset;
u8 bBg0;
u8 bBg1;
u8 bBg2;
u32 lBg3;
u32 lForeground;
u32 lLevelData;
u32 lBackLayer;
u32 lClipData;
u32 lBackgroundTSA;
u8 bUnknown1;
u8 TransForeground;//Foreground Transparency
u16 iSep1;
u32 lSpritePointer;
u8 bSpriteIndex1;
u8 bEventSwitch;
u16 iSep2;
u32 lSpritePointer2;
u8 bSpriteIndex2;
u8 bEventSwitch2;
u16 iSeperator;
u32 lSpritePointer3;
u8 bSpriteIndex3;
u8 bMiniMapRoomX;
u8 bMiniMapRoomY;
u8 bEffect;
u8 bSceneryYPos;
u8 bNothing;
u8 bMusic;
u8 blank;
};
#endif